uniform sampler2D tex;
varying vec3 texCoords, normal, light;

void main(void){
	texCoords = gl_MultiTexCoord0.xyz;
	normal = gl_NormalMatrix * gl_Normal;
	light = vec3(gl_LightSource[0].position.xyz - (gl_ModelViewMatrix * gl_Vertex));
        gl_Position = ftransform();
}
